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To install KeeperFX CCP, you have to unpack the archive to
your desired target location, and then run "launcher.exe".
The Launcher utility will allow you to select source folder
from which original DK files will be taken. To select the
folder and start copying files, press "Install" button.

If you wish to change language, edit "keeperfx.cfg" and set
its shortcut in the 'LANGUAGE=' line.

Press the correct button inside Launcher to start the game.
For information about running the game executable directly,
see 'running KeeperFX' section. If something doesn't work,
see the 'troubleshooting' section.

Please note that there are two types of releases: complete
version and patch. You need a complete version to play the game;
a patch is only an additional feature, which you can use by
overwriting some files from complete version with new ones.

Supported DK releases:

Here you can find a list of releases which you can use to get
files required by KeeperFX:
- Dungeon Keeper, english release
- Dungeon Keeper, multilingual release
- Dungeon Keeper Gold, english release
- Dungeon Keeper Gold, multilingual release
- Dungeon Keeper from GOG.com

Available languages:

The following languages are currently functional:
ENG ITA FRE SPA DUT GER POL SWE
The following languages are partially functional:
RUS CHI CHT JAP
Note that some campaigns may not support your language.
In this case, default language will be used inside this
campaign.

Available screen resolutions:

To change available screen modes, edit "keeperfx.cfg".
Screen mode can be in a form WIDTHxHEIGHTxBPP which defines
fullscreen mode, or WIDTHxHEIGHTwBPP, which defines windowed
mode. When defining windowed mode, the BPP should be equal to
the colour depth on your desktop. It is not recommended to
mix fullscreen and windowed modes in one config file.
There are two lines which define resolutions: 'FRONTEND_RES='
should have exactly 3 parameters and is used in the menu,
while 'INGAME_RES=' can have 1-5 parameters, which define
list of resolutions to switch between in the actual game.
Most stable modes are 640x400 and 640x480. Higher resolutions
may be sometimes unstable, especially in possession.

Running KeeperFX:

To start the game, run "keeperfx.exe". If you want to report
any errors you encounter, you may run "keeperfx_dbg.exe"
instead. This will run a "debug version", which writes a lot of
information into "keeperfx.log". In case of the game hanging
on suddenly disappearing, you may send a last few lines of the
generated LOG to the author with your description of the bug.

Note that "keeperfx_dbg.exe" requires a lot more CPU than
standard version, and may be slow even on new computers.
Also, the generated LOG file may be very large, and after
a few hours of play it will have several hundreds megabytes.
This is why you should use standard "keeperfx.exe" if you're
not planning reporting any errors.

Both versions will recognize all command line options described
below.

Command line options:

-nointro
The intro sequence won't play at startup.
-nocd
The CD Sound tracks won't play.
-1player
Allows playing multiplayer maps in skirmish mode.
This is normally ON, so the option has no effect.
-nosound or -s
Disables all the sounds.
-fps <num>
Changes the game speed; default <num> is 20.
-usersfont
Disable the AWE32/64 SoundFonts (.SBK files).
-alex
Used to show the 'JLW' easter egg. And not only that.
-level <num>
Brings you directly to level number <num>.
After the level is finished, quits the game.
Note that level number must be 1..65534.
-human <num>
Changes human player to <num>. This option will
work properly only in skirmish mode. Single player
levels must be specially designed for this option
to work. Also, the selected player must have
heart on the map.
-q
Works like '-level 1'.
-columnconvert
I assume it converts the columns data. Watch out with
this one or you may be unable to play the game again.
-lightconvert
Same thing, but for lights.
-vidsmooth
Smoothes the 3D view using 1-pixel bilinear blur.
This consumes more CPU, and the effect is merely visible,
so blurring is disabled by default.
-altinput
Uses alternate mouse input method. This changes the way of
computing mouse position; with this option, position is not
reset to screen center every time movement is detected.
May be helpful if original method isn't working right
(ie. mouse stops).
-packetsave <filename>
Writes a packet file (replay file) when playing.
After using this option, you must start a new level
(or use '-level' parameter). Saved replay will work
properly as long as you won't change any of the game
files. Even a minor change in map or configuration
may make the replay invalid.
-packetload <filename>
Loads a previously created packet file. Starts the
level for which packet file was created, and continues
the gameplay. You may exit this mode by pressing
Alt+X, or take over the control by pressing ALT+T.
Note that this option is experimental, and packet files
may sometimes not work as intended.

Troubleshooting:

Q: Colors are changed in menu or during gameplay,
but no problem is mentioned in "keeperfx.log".
A: Try using different color modes in KEEPERFX.CFG. For example,
you could try 24-bit or 32-bit colour (ie. 640x480x24).
It is best to use the same colour mode for all resolutions.

Q: Intro doesn't play. LOG file says:
Error: setup_game: Can't enter movies screen mode to play intro
A: The problem is that your drivers can't support 320x200 mode.
Change the resolution config lines in KEEPERFX.CFG
into those written in next answer.

Q: The game is pixelated/works in low resolution mode only.
Can I make it work in higher resolutions?
A: To switch resolutions during the game, press Alt+R.
If the screen blanks, but resolution doesn't change,
then the video mode used for higher resolution is probably
not supported by your video card/driver. In that case,
change the resolution config line in KEEPERFX.CFG into:
INGAME_RES=640x480x32
You may also try other resolutions, but those over 640x480
may be unstable.

Q: The game doesn't run. LOG file says:
Error: setup_strings_data: Strings file couldn't be loaded
or is too small
A: Check if there's a language file in 'FXDATA' folder for the
language which you've selected in KEEPERFX.CFG.

Q: The game starts up to main menu, but when I try to load a level,
it exits back to desktop.
A: There may be many reasons for that. Try checking your LOG file.
Also, try adding keeperfx.exe and keeperfx_dbg.exe to DEP list
in Windows - that's the solution to most common problem.
DEP is a Data Execution prevention mechanism; search the net
for details about it.

Q: I get a message 'Cannot initialize' when I try to enter network game.
A: KeeperFX does not support serial cable, modem and IPX multiplayer.
Use standard, retail version of DK if you wish to play serial or
modem game. Use standard DK with IPX fix (or DK Gold) if you wish
to play IPX game. KeeperFX supports only TCP/IP protocol.

Q: I'm having problems with TCP/IP multiplayer.
A: See 'tcp_readme.txt' for more information about multiplayer.

Q: There are no special eye effects when I possess Beetle, Fly,
Dragon, Tentacle etc.!
A: Lens effect only work if the game detects over 16MB RAM.
Also, make sure that "fxdata/lenses.cfg" is present and not damaged.

Q: After some time of gameplay, many in-game elements stops working.
Creature spells and some keeper spells (ie. Create Imp spell) ain't
working. Same with placing traps/doors, and creating gold piles.
A: The game has a limit for amount of 'things' - these 'things' are
all the objects that generate sprites (graphic representations as
an image). They are limited to 2047, and if all slots are taken,
it's no longer possible to create spell shots, gold piles or doors.
Creatures have additional limit - even if there are still free
'thing' slots, they are limited to 255.

Q: What's the difference between 'keeperfx.exe' and 'keeperfx_dbg.exe'?
A: These files are identical except of one thing: 'keeperfx_dbg.exe'
writes A LOT of messages into 'keeperfx.log', allowing to trace
any bugs and problems during the game. Because of the amount of data
being written, the debug version, 'keeperfx_dbg.exe', is a few times
slower than standard version, 'keeperfx.exe'. If you're not planning
to report any bugs, you should use 'keeperfx.exe'.

Q: I've found a cheat menu, but it doesn't work!
A: The three cheat menus are only partially functional.

Config file details:

FRONTEND_RES
Allows you to select front-end resolution (used inside
menu and for playing movies, but not in actual game)
FRONTEND_RES=<failsafe mode> <movies mode> <menu mode>

INGAME_RES
Allows you to select up to five in-game resolutions.
Resolution has the form of WIDTHxHEIGHTxBPP.
Standard modes are: 320x200x8, 320x240x8, 512x384x8,
640x400x8, 640x480x8, 800x600x8, 1024x768x8.
Different modes (ie. widescreen, higher res or
higher BPP) may be used too, if only they are
supported by your graphics card and video driver.
You can switch between those resolutions during the
gameplay by pressing Alt+R. Modes over 640x480 are
experimental, and not completely stable.
INGAME_RES=<mode1> <mode2> <mode3> ....

SCREENSHOT
Selects the format in which screenshots will be written.
You can choose between BMP and HSI bitmap format.
SCREENSHOT=<type>

LANGUAGE
This option is used to select language file, used for
displaying texts. It also changes language in mentor
speeches. Note that if the specific campaign doesn't
have support for your language, the default language
will be used.

POINTER_SENSITIVITY
Allows you to adjust the speed of mouse movement.
Use this option only if you have serious issues with
moving your mouse, or if the speed inside KeeperFX is
completely different to the one in your OS. On most
problems, you should change mouse speed in your OS
preferences instead of changing this option.

New in-game commands:

Record a movie
To record a FLC movie, press Shift+M during the game.
A text "REC" will appear to inform you that recording
is on (the text will not be visible in recorded movie).
Note that only video is recorded, no sound. The movie
will be placed in 'SCRSHOTS' folder; you may play it
with "mplayer" or its clones. Note that the generated
file may be large.

Make a screenshot
Use the Shift+C keys to make screenshot. The image may
be written in 'mhwanh' HSI/RAW format, or Windows BMP
format. Format is chosen in KEEPERFX.CFG, 'SCREENSHOT='
option, which may be set to 'HSI' or 'BMP'.

Make and replay packet file
These functions can be only enabled by command line
parameters. You can make a packet file which contains
the replay with '-packetsave' command, and then play it
with '-packetload'. When in the replay, you may always
take over control by pressing Alt+T, or exit with Alt+X.

Release speed mode
This mode is also available in original DK, but here it's
a bit enhanced. Normally, the engine limits amount of
game turns per second. This function allows to stop
controlling speed - the game will work at its maximum speed,
which highly depends on your computer hardware.
To enter released speed mode, press Ctrl+'+' from numpad
section of your keyboard. Pressing it more than once will
increase frameskip - some of the frames will not be drawn,
which will result in even greater increase in speed.
To cancel the effect, press Ctrl+'-' as many times as you
pressed Ctrl+'+' before.

New and modified level script commands:

ADD_GOLD_TO_PLAYER
Allows to add some off-map gold as a reward to a player.
Example: ADD_GOLD_TO_PLAYER(PLAYER0,5000)
BONUS_LEVEL_TIME
Sets time to be displayed on "bonus timer" - on-screen
time field, used mostly for bonus levels.
Like in original DK, this command accepts one parameter
- number of game turns to start the countdown from.
But now this command can be used to show bonus timer in
any level. Setting game turns to 0 will hide the timer.
Example: BONUS_LEVEL_TIME(12000)
DISPLAY_OBJECTIVE
The 2nd parameter can now have the following values:
- 'PLAYERx' - zoom to player's dungeon heart
- positive integer - zoom to Action Point of given number
- negative integer - zoom to Hero Gate of given number
- 'ALL_PLAYERS' - zoom button will be inactive
LEVEL_VERSION
Lets the game know if the level was designed specially for
KeeperFX. To use new script commands, you must start the
script with LEVEL_VERSION(1). Without it, the new commands
will not work properly.
PLAY_MESSAGE
Allows to play any SOUND or SPEECH from the game.
Example: PLAY_MESSAGE(PLAYER0,SPEECH,107)
QUICK_INFORMATION
These works same as in Deeper Dungeons, but allows message
length up to 1024 characters. There are 50 quick message
slots.
QUICK_OBJECTIVE
Same as in DD, but allows longer messages and more control
over zoom button (like in DISPLAY_OBJECTIVE).
QUICK_INFORMATION_WITH_POS
QUICK_OBJECTIVE_WITH_POS
Accepts additional XY coordinates of the zoom place.
SET_CREATURE_TENDENCIES
Allows to set tendencies: IMPRISON and FLEE, for a player's
creatures. Example: SET_CREATURE_TENDENCIES(PLAYER2,FLEE,1)
Note that a player must have prison when IMPRISON command
is trigered; otherwise it won't make any change.
REVEAL_MAP_RECT
Reveals rectangular map area for given player. Requires
coordinates of area center point, and rectangle dimensions.
Numbers are scaled in subtiles (range is 1..254).
Example: REVEAL_MAP_RECT(PLAYER0,132,96,13,11)
REVEAL_MAP_LOCATION
Reveals square area of subtiles around given location.
Location meaning is identical to the one in DISPLAY_OBJECTIVE.
For example, to reveal Hero Gate no.1:
REVEAL_MAP_LOCATION(PLAYER0,-1,11)
RESEARCH
Changes amount of research points needed to discover an item
in library. It doesn't affect research order, only amount
of points. If the item never was in research list, it's added
at end. Example: RESEARCH(PLAYER1,MAGIC,POWER_CHICKEN,10000)
RESEARCH_ORDER
When this command is first called, the research list for
specified players is cleared. Using it you may create
a research list from beginning. Note that if you won't place
an item on the list, it will not be possible to research it.
So if you're using this command, you must add all items
available on the level to the research list. Example:
RESEARCH_ORDER(ALL_PLAYERS,ROOM,SCAVENGER,50000)
[...] - more RESEARCH_ORDER commands should follow.
RANDOM
It's not a command, but may be used instead of most parameters.
If used instead of a number, then should look like:
RANDOM(min,max)
but may also be used instead of any other value. Examples:
MAX_CREATURES(PLAYER0,RANDOM(12,19))
ADD_CREATURE_TO_POOL(RANDOM,20)
Note that when used instead of player name, RANDOM may return
ALL_PLAYERS. Also, the command shouldn't be used in multiplayer
maps, as it will lead to synchronization problems.
Value represented by RANDOM is selected at start of a map,
and never changes during the gameplay.

Version: 0.39a
Updated compound eye effect for high resolution
Fixed the problem with Dungeon Heart background sound
Updated reading keyboard in front view, also named some constants
Fixed creature death kind "ice explosion" when creature is frozen
Fixed shadows and lights affecting things
Fixed distance computing required for certain shots to hit target
Fixed imps to continue their jobs after they finish a part of it

Version: 0.38a
Added mouse sensitivity modification option
Fixed crash on invalid movies video mode
Fixed problem with creatures standing next to lair
Fixed error in the new rooms merging algorithm
Linked with MinGW libraries as static
Fixed problem with no price when selling traps
Changed tunneler "relax" sprite to the one with sleeping

Version: 0.38
Switched video support library to SDL
Fixed duplicates level when using Multiply special
Created some 64-bit math, similarly to original code
New pathfinding code has been disabled (needs debugging)
Dutch land introductions were added to 3 campaigns
New graphic modes - any colour depth is now supported
New graphic modes - windowed mode is now supported
Rewritten more of creature state machine
Added more options to CFG files
Experimental TCP/IP multiplayer support

Version: 0.37c
Fixed dungeon heart blinking if under mouse
It is now easier to target a creature for pick up
Fixed disappearing in-game speeches
Computer player config is reloaded on saved game loading
Fixed possible hang when computer player moves creatures
Added new creature property, "NEVER_CHICKENS"
Rewritten more of pathfinding
Rewritten creature training code
Renamed and rescaled "PartnerTraining" (was "RealTraining")
Fixed linked list storing creatures who work in a room
Updated room selling code

Version: 0.36
Rewritten some of room sound playing
Modified saved games format (old saves won't work anymore)
Saved game can now be loaded even if loading campaign file fails
Improved handling of player index errors
Improved BONUS_LEVEL_TIME() script command
Remade part of creature states system

Version: 0.35
Rewritten shot throwing code (for both melee combat and spells)
Rewritten some of Dungeon Heart behaviour
Programming IDE switched to Eclipse for C++
New Makefile and project structure - easier to recompile
Rewritten and fixed Word of Power damage code
Rewritten missing function for new way of storing bonus levels
Rewritten more of eye lenses code, updated lenses config file
Eye lenses now supported in all resolutions
Rewritten part of scavenging code
Rewritten part of the polygon rendering code

Version: 0.32
Added CPU identification
Rewritten part of spell casting code
Rewritten some of 'Transfer creature' code
Rewritten some possession-related code
RANDOM can now be used instead of most values in script
Remade part of 'player instances' code
More cheat options, like 'Everything is free', now works
Created .LOF Level Overview Files, levels.txt no longer used
Started replacing network support

Version: 0.31
Fixed disappearing creatures in zoom box
Updated zoom level for various resolutions
Rewritten even more of Hand Of Evil support
Rewritten heap support for sound and speech samples
Replaced CREATURE.TXT with multiple .CFG files.
Rewritten network GUI functions
Changed RESEARCH and added RESEARCH_ORDER commands

Version: 0.27a
Rewritten most of the world view screen
Allowed map numbers over 255
Fixed mistake in function create_room
All levels are available when whole campaign is passed
Campaign configuration file improved
LIF files support adopted from Deeper Dungeons
Free level selection screen adopted from Deeper Dungeons
New High Scores support code
Strings (text.dat) replaced with those from DD (dd1text.dat)
Script command QUICK_OBJECTIVE is now supported
Compiled under new MinGW environment
Some functions of Cheat Mode are now functional
Continue file creation code unified and improved
Started work on support of QUICK_INFORMATION command
Fixed mistake in trap manufacture code (v0.27a)

Version: 0.25
Fixed information button blinking
Rewritten part of the rendering engine
Fixed mouse cursor shift and scrolling at 640x480
Added options to save and load replay (packet file)
Alt+X can now be used to quit the game
Files created by the game are no longer read-only
Rewritten loading of map files

Version: 0.22
Reworked more of the packets processing system
Prepared screen resolution ring
Fixed problem with floating spirit on lost level
Screenshots now work not only in game, but also in menu
Improved quality of in-game map screen
Fixed a 'sudden speedup' problem when playing > 50 minutes

Version: 0.21
Video compression improved for high resolution
Added command line option to change player in skirmish
Added function of writing screenshots in BMP format
Reworked part of the packets processing system
Config file separated from original DK

Version: 0.20
Message will show if a command line option is wrong
Updated delay function to not use 'hlt' command
Fixed object tooltips to show when mouse is on something
Fixed load slots counting error from v0.19
Rewritten GUI initialization arrays
Rewritten and fixed movie recording
Allowed to record movie in high resolution

Version: 0.19
Rewritten GUI events system
Rewritten some easter eggs
Fixed music support problem from v0.18
Game will try to continue if can't enter low-res mode
Compiled using new version of GCC

Version: 0.18
Rewritten frontend state control and menu speed
Added high resolution loading screen
Renewed video playing code and fading

Version: 0.17
Rewritten main loop and game speed control
Fixed screen object destructor
Rewritten part of mouse support
Made exit possibility when playing with '-level' option

Images

Comments

hey, i've just downloaded this and have tried to follow your guide. Ive run the KeeperFX installer, its says installation complete. I press 'start game' and it says:
Setting up game failed. This error in 'LbBullfrogMain' makes the program unable to continue. See keeperfx.log for details.

I get the error of "The folder youve selected doesnt seem to hold the files needed by KeeperFX. I have installed a NEW ORIGINAL game and have the 1.7 version, what folder needs is it that it needs to be directed to?